Tuesday, 2010-07-27

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llnzbbl04:37
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llnzmithro: ping08:04
tansellllnz, pong08:04
llnzwhere are we at?08:05
tansellwith?08:05
llnzmoney, accomodation08:05
tansellwith the Hack-a-Week?08:07
llnzyeah, batcave08:07
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llnzlater all10:24
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mithrocahirwpz: ping?11:54
cahirwpzmithro, pong12:04
mithrocahirwpz: so we really need to get a move on12:05
cahirwpzmithro, I completely agree12:06
mithrocahirwpz: so what is the current status?12:06
cahirwpzI started restoring the handling of all protocol packets12:07
cahirwpzIMHO this is the most important thing at the moment12:08
cahirwpzie. returning to the point where the client can actually work with the server12:09
cahirwpzI found a serious bug in libtpproto2-py12:09
mithrooh?12:10
cahirwpzone cannot load two protocol definitions12:10
cahirwpzseems that there're some global variables and classes that get overridden12:11
cahirwpzhowever this is not really important at now because you didn't want to handle multiple protocols inside tpserver-py12:12
cahirwpzI also found some things that were overlooked in command handling12:13
cahirwpzsome questions arose when I analysed Categories12:14
cahirwpzwhich categories a user can remove ?12:15
cahirwpzshould the server remember the identity of user who added a category?12:15
cahirwpzwhich categories can be viewed by a user? all of them? those owned by him? those without owner?12:16
cahirwpzwhich commands are not allowed to be called before the player logs in?12:17
mithrocahirwpz: most commands require login12:19
cahirwpzgenerally I see some issues with controlling user access to most of game objects (Boards, Categories, Designs, etc.)12:20
mithrowhat issues?12:21
cahirwpzmithro, I know - but "most commands" is not really a precise description ;-)12:21
cahirwpzassume that player called A adds a category named C_a. should user B see category C_a ?12:22
cahirwpzis player B allowed to remove any category ?12:23
mithrocategories are player specific12:24
cahirwpzwhat about global categories which were set up by a ruleset ?12:25
cahirwpzI'm quite a user should see them, but not modify or remove them...12:25
mithrocahirwpz: yes makes sense12:26
cahirwpzIf A and B formed alliance - should they see categories of the other player ?12:27
cahirwpzor should I ignore alliances for now ?12:30
mithroignore alliances12:32
mithroKISS12:32
cahirwpzok :)12:32
mithrowe can rework the permission system later12:32
mithro(if we decide we need it12:32
cahirwpzok - but keep in mind that usually objects within database are tied together by foreign key - so when a record is deleted, database keeps data consistency by using cascade delete12:35
cahirwpzwe obviously don't want to allow to remove all dependencies of a game object - suppose one accidentally removes category that describes a frigate - boom... all frigates probably will be removed from a game12:37
mithrocahirwpz: you shouldn't be able to delete a category which has designs in them12:39
cahirwpzthat's of course only hypothetical - but if we don't secure model properly, it's quite probable12:39
mithrocahirwpz: the delete should fail - you shouldn't cascade12:40
cahirwpzmithro, I agree - but such behaviour is driven by fact that protocol is really a thin layer over a database12:40
cahirwpzI'll provide tests to check such corner cases - but anyway it's really worrying that such things are possible12:42
mithrocahirwpz: databases don't normally do cascading deletes - normally the delete just fails12:44
cahirwpzI'm going to restore the functionality of most protocol commands within 2 or 3 days, after that we should do some sanity checking and disallow malicious requests12:45
cahirwpzmithro, I agree, probably I need to check every game object for behaviour of cascade delete operation12:46
cahirwpzyour help will probably be crucial12:47
mithrocahirwpz: you should only need to check once that the ORM doesn't do such a stupid thing12:48
cahirwpzmithro, that's exactly I'm going to do12:48
cahirwpz*what I'm going to do12:50
mithrookay12:51
cahirwpzso I'll contact you as soon as the command handling is restored - probably Friday12:52
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null_000hi all13:49
null_000is there any official ideas/feature request page or should I just use the mailing list?13:50
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ezodglew: how goes?17:22
glewezod: pretty good, spent yesterday making sure that the persistence module was working better, and today i'm getting right into writing the load function in SinglePlayerGame17:23
ezodgood17:24
ezodwhy load() first?17:24
glewI compared the sqlite module and mysql module and they seemed similar at first17:24
glewum, well thats a good question17:24
glewi guess i might want to do save first to output things to the 'singleplayer' table17:24
ezodi would think save() would make sense first, since you need to know how you're save()ing in order to load() ;)17:24
ezodbut either way, getting on that today is a Good Plan17:25
glewwell, i had thought there was a problem with the sqlite persistence module yesterday, because the logger was showing errors were coming up17:25
glewbut the same errors come up for the mysql module17:26
ezodso when you load, assuming you're copying the sqlite db file back to where the server reads from it, is the server going to just ignore the singleplayer table?17:29
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glewit should, the server only needs to access the other tables it makes through the persistence module17:33
glewso the singleplayer table shouldn't interfere with that17:33
ezodk17:33
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llnzmorning all20:18
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llnzhow is everything going?20:43
ezodllnz: glew should be moving on the client-side part of his stuff today20:51
llnzcool20:51
llnzall going well, i intend to merge his work at the hack week20:52
ezodsweet20:52
* ezod definitely can't make it now :(20:53
ezodbut i'll be in the loop for remote work all week20:53
ezodit's just a few specific times i need to be here20:54
ezodso i can still spend most of my time on TP that week20:54
llnzyeah, cool20:55
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